https://i.ytimg.com/vi/9yrHqMBynlw/hqdefault.jpg
This video covers the modeling and rigging of a very simple vehicle mesh for use in Unreal Engine 4.
This tutorial is a derivative of a great Maya Vehicle for UDK tutorial: https://www.youtube.com/watch?v=SunJsm4tA7Q.
This is part one. Part two covers importing the FBX into Unreal Engine 4 and creating a drivable vehicle. Part two: http://youtu.be/t82xeOPW6Z4.
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16 responses to “Vehicle Modeling/Rigging Tutorial in Maya for Unreal Engine 4”
This is great for Any kind of Rigging. Not just vehicles.
best car model 2014
thanks from Bolivia.
8:36 There's no CONNECT JOINT iin Skeleton Menu in Maya 2016 LT
I'm in 2016 and i don't have joint tool.
I know you said you were only using Maya for a day before doing this, but Z axis (or in your caze Y as you set Z to up) is forward, not X. Looking at the front ortho view it runs along the Z. and when you were positioning the bones on the wheels, you could have snapped them to the centre vertices by holding V 🙂
Maya is by far the least intuitive 3D modeling program
Great tutorial, exactly what I needed. Thanks 🙂
Couple of things though if you're new to Maya.
Pressing G will do last command, so for eg you duplicated something, instead of doing that process again just press G on the new object you have selected.
For joints there's a little joint icon that kinda looks like the Steam icon. That lets you view joints (easier to select)
For parenting joints you can also, select the child first, then the parent. Then press P. Selecting 2 joints then pressing Shift-P will unparent them. (Again, the G shortcut helps makes this faster)
Your voice is pure satin.
Anyone using MAYA LT you have to parent in edit menu. Took me forever to figure that out, I was looking for the same option he selected.
Is this possible to have as a playable character? instaed of a human
Awesome video piinecone. Very helpful.
I didn't say thanks earlier. But this is good dude. Thanks for going from a 3d package into UE4.
greetings i have problem with my animation.
i imported my character, i tried to set it in z world coordinate. when i import the fbx file, the character looks fine, but when i go to preview animation, it is fliped. need help
how would this be carried out in 3ds max? I know they are similar programmes but not sure what to use in. thanks
when i import it into UE4, it imports into seperate pieces. The wheels and Body are all seperated. Please help!